Indeed I looked at the samples. I looked at that a few times. It really didn't help my case.Well I have found something on the tiles: http://silveiraneto.net/2009/01/06/javafx-easy-use-of-tiles/I have basic gravity working now, and I think I know how to do collision so I'll play around and see what I come up with...

Just working around with the basics first. If you have any tips to improve this or point out what I've done wrong, that would be great. Seems to lag a little when I fire a lot of bullets, and its not the motion blur that's causing it.

Well my laptop is new and a fairly good one.After about 20 constant clicks it just major lags for me. It seems to draw off screen? But even then I still want to have 20 bullets on screen, when I add bots and what not.

Skip slows everything down, I guess it skips both frames and logic in my case, which is not what I want.

But onto better news I have collision working, bullets now can destroy objects(robots, other bullets, etc), a much better gravity.

Setting time parameter in keyframe is critical but I don't know how to determine the most accurate value. I tried setting canSkip parameter in your game and saw that how it slows down the application. Something came to my mind, may be this can be used to calibrate the value of the time parameter. If this(canSkip) parameter changes the speed of your application too much it means many timecycles are skipped. If that doesn't change the speed of the application too much than the value is appropriate, may be... only an idea.

I'm currently a little suck, I'm using fxz files for the art, which are nodes when loaded. If I wanted to use then as tiles, how would I do that?It seems I can only use a node once, therefore my map wont fully print.

The Duplicator.duplicate() will duplicate a node as you mentioned. If the node has an ImageView node inside it its graph, it should duplicate the underlying image as well.

Node performance is slower than image based designs as pointed out in the article you linked. In some cases though, you don't have to rely on making your entire design images. Sometimes you can greatly improve performance by simply having the JavaFX engine convert your nodes to a bitmaps by setting the cache property on your nodes to true. I have had good luck with that approach whenever I'm applying a lot of static effects to nodes that don't need to be redrawn all the time.

Node performance is slower than image based designs as pointed out in the article you linked.

This isn't true for all 2D scenegraphs - Node-based systems can be much faster because dirty rectangles (invalid regions) can be computed automatically, therefore only changed regions of the screen need to be drawn (instead of drawing every pixel every frame). Of course it's possible to compute changed-regions by hand in immediate-mode image systems, but who would want to do that?

The fact the JavaFX isn't good with a large number of Nodes is a huge bug. Luckily trembovetski mentioned this will be fixed in JavaFX around the time of JavaOne.

Interestingly, tracking dirty regions (and bounds) could take lots of time. Just re-rendering every node from scratch can be faster.

PulpCore tracks dirty regions, and it's the single best optimization in the library. Even in some hardware-accelerated apps where overdraw can be a issue, it is worth it. Swing basically does it with the RepaintManager. JavaFX should do it too!

PulpCore tracks dirty regions, and it's the single best optimization in the library. Even in some hardware-accelerated apps where overdraw can be a issue, it is worth it. Swing basically does it with the RepaintManager. JavaFX should do it too!

What's the best way to keep track of nodes(my tiles) to keep on screen?It seems I'm unable to track them how I want. Which is have my whole map as nodes in a group and then make another group for viewing and share those nodes with that group that only needs to be seen. But seems you can't share nodes with more then one group? This only will work if I duplicate the node. Which will just slows everything down. So for now I have to add the whole map to the screen.

What's the best way to keep track of nodes(my tiles) to keep on screen?It seems I'm unable to track them how I want. Which is have my whole map as nodes in a group and then make another group for viewing and share those nodes with that group that only needs to be seen. But seems you can't share nodes with more then one group? This only will work if I duplicate the node. Which will just slows everything down. So for now I have to add the whole map to the screen.

Wish there was a example somewhere to explain how do to this....

Create a sequence containing nodes that are [not] supposed to be seen - don't create a Group - it's a node in a scenegraph. A node can have only one parent.

Add or remove nodes into this sequence (you could do it though binding automatically, too). You could also add a trigger - if a node is added, it's 'visible' automatically becomes false..

you could also bind a visibility of a node to its bounds intersecting the "game screen", or any other condition (like it being present in certain sequence).

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